2026-05-15 충돌오류 진행중

This commit is contained in:
2026-05-15 18:07:50 +09:00
parent ec353d0fd4
commit 53e7f3b302
33 changed files with 902 additions and 65 deletions

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@@ -0,0 +1,42 @@
using UnityEngine;
using UnityEngine.Serialization;
[CreateAssetMenu(fileName = "ActionData", menuName = "Combat/ActionData")]
public class ActionData : ScriptableObject
{
[FormerlySerializedAs("AttackName")]
[FormerlySerializedAs("MotionName")]
public string ActionName;
public string AnimationState;
public float AnimationSpeed = 1f;
public AnimationCurve AnimationSpeedCurve = AnimationCurve.Linear(0f, 1f, 1f, 1f);
public bool ReturnToIdleOnAnimationComplete;
public float Cooldown = 0.3f;
public float ComboWindow = 0.25f;
[Header("Motion")]
public bool HasMotion;
public Vector2 Velocity = Vector2.zero;
public AnimationCurve MotionSpeedCurve = AnimationCurve.Linear(0f, 1f, 1f, 1f);
[FormerlySerializedAs("Duration")]
public float MotionDuration = 0.3f;
public bool CanMoveDuringAction;
public bool CanTurnDuringAction;
public bool UseInputDirection = true;
public bool PreserveYVelocity = true;
public bool StopHorizontalVelocityOnEnd = true;
public bool IgnoreCollisionDuringAction;
public LayerMask IgnoredCollisionLayers;
[Header("Hit")]
public bool HasHit = true;
public Vector2 Offset = new Vector2(0.5f, 0f);
public float Radius = 0.5f;
public int Damage = 10;
public float HitTiming = 0.15f;
public float HitDuration = 0f;
[Header("Hit Reaction")]
public Vector2 HitVelocity = Vector2.zero;
public string HitReactionAnimationState;
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 526ebe3dc7ff32e4faa2cfcdc1670638

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@@ -1,17 +0,0 @@
using UnityEngine;
[CreateAssetMenu(fileName = "AttackData", menuName = "Combat/AttackData")]
public class AttackData : ScriptableObject
{
public string AttackName;
public string AnimationState;
public Vector2 Offset = new Vector2(0.5f, 0f);
public float Radius = 0.5f;
public int Damage = 10;
public float Cooldown = 0.3f;
[Header("Timing")]
public float HitTiming = 0.15f;
public float HitDuration = 0f;
public float MotionDuration = 0.3f;
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 526ebe3dc7ff32e4faa2cfcdc1670638

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@@ -1,10 +1,12 @@
using System;
using UnityEngine;
using UnityEngine.Serialization;
public enum ComboInputType
{
Punch,
Kick
Kick,
Motion
}
[Serializable]
@@ -20,7 +22,8 @@ public class ComboTransition
public class ComboNode : ScriptableObject
{
public string NodeName;
public AttackData Attack;
[FormerlySerializedAs("Attack")]
public ActionData Action;
public float ComboWindow = 0.8f;
public ComboTransition[] Transitions;
}

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@@ -1,4 +1,6 @@
using UnityEngine;
public interface IDamageable
{
void TakeDamage(int amount);
void TakeDamage(int amount, Vector2 hitVelocity = default, string hitReactionAnimationState = null);
}

View File

@@ -1,6 +1,7 @@
using UnityEngine;
[RequireComponent(typeof(Collider2D))]
[RequireComponent(typeof(Rigidbody2D))]
public class Enemy : MonoBehaviour, IDamageable
{
[Header("Stats")]
@@ -10,14 +11,28 @@ public class Enemy : MonoBehaviour, IDamageable
[SerializeField] private float _hitFlashDuration = 0.1f;
[SerializeField] private Color _hitFlashColor = Color.red;
[Header("Hit Bounce")]
[SerializeField] private float _hitReactionDuration = 0.5f;
[SerializeField] private float _airborneHitYVelocity = 3f;
[SerializeField] private float _wallBounceVelocityMultiplier = 0.8f;
[SerializeField] private float _wallBounceMinXVelocity = 1f;
[SerializeField] private float _wallBounceUpwardVelocity = 1.5f;
private int _currentHealth;
private Rigidbody2D _rb;
private Animator _anim;
private SpriteRenderer _spriteRenderer;
private Color _originalColor;
private float _flashTimer;
private float _hitReactionTimer;
private bool _isGrounded;
private Vector2 _lastVelocity;
private void Awake()
{
_currentHealth = _maxHealth;
_rb = GetComponent<Rigidbody2D>();
_anim = GetComponentInChildren<Animator>();
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
if (_spriteRenderer != null)
_originalColor = _spriteRenderer.color;
@@ -31,9 +46,18 @@ private void Update()
if (_flashTimer <= 0f && _spriteRenderer != null)
_spriteRenderer.color = _originalColor;
}
if (_hitReactionTimer > 0f)
_hitReactionTimer -= Time.deltaTime;
}
public void TakeDamage(int amount)
private void FixedUpdate()
{
if (_rb != null)
_lastVelocity = _rb.linearVelocity;
}
public void TakeDamage(int amount, Vector2 hitVelocity = default, string hitReactionAnimationState = null)
{
if (_currentHealth <= 0) return;
@@ -46,10 +70,89 @@ public void TakeDamage(int amount)
_flashTimer = _hitFlashDuration;
}
if (_anim != null && !string.IsNullOrEmpty(hitReactionAnimationState))
_anim.Play(hitReactionAnimationState);
if (_rb != null)
{
Vector2 nextVelocity = GetHitReactionVelocity(hitVelocity);
if (nextVelocity != Vector2.zero)
{
_rb.linearVelocity = nextVelocity;
_hitReactionTimer = _hitReactionDuration;
}
}
if (_currentHealth <= 0)
Die();
}
private void OnCollisionEnter2D(Collision2D collision)
{
UpdateGroundedState(collision);
if (_hitReactionTimer <= 0f || _rb == null) return;
if (collision.collider.GetComponentInParent<PlayerController>() != null) return;
for (int i = 0; i < collision.contactCount; i++)
{
Vector2 normal = collision.GetContact(i).normal;
if (Mathf.Abs(normal.x) < 0.5f) continue;
BounceOffWall(normal);
return;
}
}
private void OnCollisionStay2D(Collision2D collision)
{
UpdateGroundedState(collision);
}
private void OnCollisionExit2D(Collision2D collision)
{
_isGrounded = false;
}
private Vector2 GetHitReactionVelocity(Vector2 hitVelocity)
{
if (_hitReactionTimer <= 0f || _isGrounded)
return hitVelocity;
Vector2 currentVelocity = _rb.linearVelocity;
Vector2 nextVelocity = hitVelocity == Vector2.zero ? currentVelocity : hitVelocity;
nextVelocity.y = _airborneHitYVelocity;
return nextVelocity;
}
private void UpdateGroundedState(Collision2D collision)
{
for (int i = 0; i < collision.contactCount; i++)
{
if (collision.GetContact(i).normal.y > 0.5f)
{
_isGrounded = true;
return;
}
}
}
private void BounceOffWall(Vector2 wallNormal)
{
Vector2 incomingVelocity = _lastVelocity.sqrMagnitude > _rb.linearVelocity.sqrMagnitude
? _lastVelocity
: _rb.linearVelocity;
if (Mathf.Abs(incomingVelocity.x) < _wallBounceMinXVelocity) return;
Vector2 bouncedVelocity = Vector2.Reflect(incomingVelocity, wallNormal) * _wallBounceVelocityMultiplier;
if (bouncedVelocity.y < _wallBounceUpwardVelocity)
bouncedVelocity.y = _wallBounceUpwardVelocity;
_rb.linearVelocity = bouncedVelocity;
_hitReactionTimer = _hitReactionDuration;
}
private void Die()
{
Debug.Log($"{name} 사망");

View File

@@ -127,6 +127,24 @@ public @GameInput()
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Dash"",
""type"": ""Button"",
""id"": ""4245d8e3-7e61-4548-84af-75512958eb2f"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Roll"",
""type"": ""Button"",
""id"": ""7e00ae7c-ad0c-460d-be3d-0072054ceb9c"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
}
],
""bindings"": [
@@ -188,7 +206,7 @@ public @GameInput()
{
""name"": """",
""id"": ""b9d8e2f3-4a5c-4b6d-8e7f-901234567890"",
""path"": ""<Keyboard>/space"",
""path"": ""<Keyboard>/c"",
""interactions"": """",
""processors"": """",
""groups"": """",
@@ -217,6 +235,28 @@ public @GameInput()
""action"": ""Kick"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""8bca2399-c8c8-41e8-a3b2-08267c8bc571"",
""path"": ""<Keyboard>/leftShift"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Dash"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""df4d72ec-012c-413a-862d-1a36d2c5b69a"",
""path"": ""<Keyboard>/space"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Roll"",
""isComposite"": false,
""isPartOfComposite"": false
}
]
}
@@ -229,6 +269,8 @@ public @GameInput()
m_Player_Jump = m_Player.FindAction("Jump", throwIfNotFound: true);
m_Player_Punch = m_Player.FindAction("Punch", throwIfNotFound: true);
m_Player_Kick = m_Player.FindAction("Kick", throwIfNotFound: true);
m_Player_Dash = m_Player.FindAction("Dash", throwIfNotFound: true);
m_Player_Roll = m_Player.FindAction("Roll", throwIfNotFound: true);
}
~@GameInput()
@@ -313,6 +355,8 @@ public int FindBinding(InputBinding bindingMask, out InputAction action)
private readonly InputAction m_Player_Jump;
private readonly InputAction m_Player_Punch;
private readonly InputAction m_Player_Kick;
private readonly InputAction m_Player_Dash;
private readonly InputAction m_Player_Roll;
/// <summary>
/// Provides access to input actions defined in input action map "Player".
/// </summary>
@@ -341,6 +385,14 @@ public struct PlayerActions
/// </summary>
public InputAction @Kick => m_Wrapper.m_Player_Kick;
/// <summary>
/// Provides access to the underlying input action "Player/Dash".
/// </summary>
public InputAction @Dash => m_Wrapper.m_Player_Dash;
/// <summary>
/// Provides access to the underlying input action "Player/Roll".
/// </summary>
public InputAction @Roll => m_Wrapper.m_Player_Roll;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_Player; }
@@ -378,6 +430,12 @@ public void AddCallbacks(IPlayerActions instance)
@Kick.started += instance.OnKick;
@Kick.performed += instance.OnKick;
@Kick.canceled += instance.OnKick;
@Dash.started += instance.OnDash;
@Dash.performed += instance.OnDash;
@Dash.canceled += instance.OnDash;
@Roll.started += instance.OnRoll;
@Roll.performed += instance.OnRoll;
@Roll.canceled += instance.OnRoll;
}
/// <summary>
@@ -401,6 +459,12 @@ private void UnregisterCallbacks(IPlayerActions instance)
@Kick.started -= instance.OnKick;
@Kick.performed -= instance.OnKick;
@Kick.canceled -= instance.OnKick;
@Dash.started -= instance.OnDash;
@Dash.performed -= instance.OnDash;
@Dash.canceled -= instance.OnDash;
@Roll.started -= instance.OnRoll;
@Roll.performed -= instance.OnRoll;
@Roll.canceled -= instance.OnRoll;
}
/// <summary>
@@ -469,5 +533,19 @@ public interface IPlayerActions
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnKick(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Dash" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnDash(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Roll" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnRoll(InputAction.CallbackContext context);
}
}

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@@ -12,6 +12,8 @@ public class InputManager : MonoBehaviour, GameInput.IPlayerActions
public event Action OnJump_Event;
public event Action OnPunch_Event;
public event Action OnKick_Event;
public event Action OnDash_Event;
public event Action OnRoll_Event;
private void Awake()
{
@@ -27,7 +29,9 @@ private void Awake()
}
private void OnEnable() => _input?.Player.Enable();
private void OnDisable() => _input?.Player.Disable();
private void OnDestroy() => _input?.Dispose();
public void OnMove(InputAction.CallbackContext ctx)
@@ -54,4 +58,15 @@ public void OnKick(InputAction.CallbackContext ctx)
OnKick_Event?.Invoke();
}
public void OnDash(InputAction.CallbackContext ctx)
{
if (ctx.phase == InputActionPhase.Started)
OnDash_Event?.Invoke();
}
public void OnRoll(InputAction.CallbackContext ctx)
{
if (ctx.phase == InputActionPhase.Started)
OnRoll_Event?.Invoke();
}
}

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@@ -27,11 +27,31 @@ public class PlayerController : MonoBehaviour
private bool IsTouchingWall => _isTouchingLeftWall || _isTouchingRightWall;
private int _wallDirection;
private float _inputLockTimer;
private float _facingLockTimer;
[Header("Motion")]
[SerializeField] private ComboNode _dashRootNode;
[SerializeField] private ComboNode _rollRootNode;
private readonly Dictionary<ActionData, float> _motionCooldownTimers = new();
private readonly List<ActionData> _motionCooldownKeys = new();
private readonly List<IgnoredLayerCollision> _ignoredLayerCollisions = new();
private readonly List<Collider2D> _overlapResults = new();
private readonly List<RaycastHit2D> _castResults = new();
private int _activeCollisionRecoveryLayerMask;
private Collider2D[] _bodyColliders;
private CancellationTokenSource _restoreCollisionCts;
private CancellationTokenSource _motionCts;
[Header("Collision Recovery")]
[SerializeField] private float _overlapRecoverySpeed = 8f;
[SerializeField] private float _overlapRecoveryOtherBodyRatio = 0.5f;
[SerializeField] private float _bodyBlockCastDistance = 0.08f;
[Header("Attack")]
[SerializeField] private ComboNode _punchRootNode;
[SerializeField] private ComboNode _kickRootNode;
[SerializeField] private LayerMask _enemyLayer;
[SerializeField] private LayerMask _bodyCollisionIgnoredLayers;
[SerializeField] private string _idleAnimationState = "Idle";
[SerializeField] private float _bufferOpenTime = 0.1f;
[SerializeField] private float _bufferLifetime = 0.5f;
@@ -41,10 +61,11 @@ public class PlayerController : MonoBehaviour
private ComboNode _currentNode;
private float _comboWindowTimer;
private CancellationTokenSource _attackCts;
private AttackData _lastAttackGizmoData;
private CancellationTokenSource _animationSpeedCts;
private ActionData _lastAttackGizmoData;
private float _lastAttackGizmoTime = -1f;
[SerializeField] private float _hitGizmoFadeDuration = 0.5f;
private AttackData _lastHitData;
private ActionData _lastHitData;
private Vector2 _lastHitCenter;
private float _lastHitTime = -1f;
@@ -62,6 +83,8 @@ private void Awake()
_rb = GetComponent<Rigidbody2D>();
_anim = GetComponent<Animator>();
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
_bodyColliders = GetComponentsInChildren<Collider2D>();
IgnoreBodyCollisions();
}
private void Start()
@@ -71,6 +94,8 @@ private void Start()
InputManager.Instance.OnPunch_Event += OnPunchInput;
InputManager.Instance.OnKick_Event += OnKickInput;
InputManager.Instance.OnDash_Event += OnDashInput;
InputManager.Instance.OnRoll_Event += OnRollInput;
}
private void OnDestroy()
@@ -81,10 +106,19 @@ private void OnDestroy()
InputManager.Instance.OnJump_Event -= OnJumpInput;
InputManager.Instance.OnPunch_Event -= OnPunchInput;
InputManager.Instance.OnKick_Event -= OnKickInput;
InputManager.Instance.OnDash_Event -= OnDashInput;
InputManager.Instance.OnRoll_Event -= OnRollInput;
}
_attackCts?.Cancel();
_attackCts?.Dispose();
_animationSpeedCts?.Cancel();
_animationSpeedCts?.Dispose();
_motionCts?.Cancel();
_motionCts?.Dispose();
_restoreCollisionCts?.Cancel();
_restoreCollisionCts?.Dispose();
RestoreIgnoredLayerCollisions();
}
private void FixedUpdate()
@@ -97,6 +131,8 @@ private void FixedUpdate()
if (_attackCooldownTimer > 0f)
_attackCooldownTimer -= Time.fixedDeltaTime;
UpdateMotionCooldowns();
if (_attackCooldownTimer <= 0f && _pendingInput.HasValue)
{
ComboInputType buffered = _pendingInput.Value;
@@ -115,7 +151,12 @@ private void FixedUpdate()
if (_inputLockTimer > 0f)
_inputLockTimer -= Time.fixedDeltaTime;
else
_rb.linearVelocity = new Vector2(_moveInputX * _moveSpeed, _rb.linearVelocity.y);
_rb.linearVelocity = new Vector2(GetBodyBlockedXVelocity(_moveInputX * _moveSpeed), _rb.linearVelocity.y);
if (_facingLockTimer > 0f)
_facingLockTimer -= Time.fixedDeltaTime;
else
UpdateFacingFromMoveInput();
if (IsTouchingWall && !_isGrounded && _rb.linearVelocity.y < -_wallSlideSpeed)
_rb.linearVelocity = new Vector2(_rb.linearVelocity.x, -_wallSlideSpeed);
@@ -125,6 +166,13 @@ private void OnMoveInput(Vector2 value)
{
_moveInputX = value.x == 0f ? 0f : Mathf.Sign(value.x);
if (_facingLockTimer > 0f) return;
UpdateFacingFromMoveInput();
}
private void UpdateFacingFromMoveInput()
{
if (_moveInputX != 0f && _spriteRenderer != null)
_spriteRenderer.flipX = _moveInputX < 0f;
}
@@ -143,7 +191,9 @@ private void OnJumpInput()
}
private void OnPunchInput() => HandleComboInput(ComboInputType.Punch);
private void OnKickInput() => HandleComboInput(ComboInputType.Kick);
private void OnKickInput() => HandleComboInput(ComboInputType.Kick);
private void OnDashInput() => ExecuteMotionNode(_dashRootNode);
private void OnRollInput() => ExecuteMotionNode(_rollRootNode);
private void HandleComboInput(ComboInputType input)
{
@@ -168,10 +218,10 @@ private void ExecuteComboInput(ComboInputType input)
foreach (var transition in _currentNode.Transitions)
{
if (transition.Trigger != input) continue;
if (transition.Next == null || transition.Next.Attack == null) continue;
if (transition.Next == null || transition.Next.Action == null) continue;
ApplyForwardStep(transition.ForwardStep, transition.ForwardStepDuration);
PerformAttack(transition.Next.Attack);
PerformAttack(transition.Next.Action, transition.ForwardStep > 0f);
_currentNode = transition.Next;
_comboWindowTimer = transition.Next.ComboWindow;
return;
@@ -184,14 +234,262 @@ private void ExecuteComboInput(ComboInputType input)
ComboInputType.Kick => _kickRootNode,
_ => null
};
if (root == null || root.Attack == null) return;
if (root == null || root.Action == null) return;
PerformAttack(root.Attack);
PerformAttack(root.Action);
_currentNode = root;
_comboWindowTimer = root.ComboWindow;
}
private async void PerformAttack(AttackData data)
private void ExecuteMotionNode(ComboNode root)
{
if (root == null || root.Action == null) return;
if (IsMotionOnCooldown(root.Action)) return;
PerformMotion(root.Action);
_currentNode = root;
_comboWindowTimer = root.ComboWindow;
}
private void UpdateMotionCooldowns()
{
if (_motionCooldownTimers.Count == 0) return;
_motionCooldownKeys.Clear();
foreach (var pair in _motionCooldownTimers)
_motionCooldownKeys.Add(pair.Key);
foreach (var action in _motionCooldownKeys)
{
float remaining = _motionCooldownTimers[action] - Time.fixedDeltaTime;
if (remaining <= 0f)
_motionCooldownTimers.Remove(action);
else
_motionCooldownTimers[action] = remaining;
}
}
private bool IsMotionOnCooldown(ActionData data)
{
return data != null && _motionCooldownTimers.ContainsKey(data);
}
private void SetMotionCooldown(ActionData data)
{
if (data == null || data.Cooldown <= 0f) return;
_motionCooldownTimers[data] = data.Cooldown;
}
private void IgnoreBodyCollisions()
{
int ignoredLayers = _bodyCollisionIgnoredLayers.value;
if (ignoredLayers == 0) return;
int playerLayer = gameObject.layer;
for (int layer = 0; layer < 32; layer++)
{
if ((ignoredLayers & (1 << layer)) == 0) continue;
Physics2D.IgnoreLayerCollision(playerLayer, layer, true);
}
}
private float GetBodyBlockedXVelocity(float xVelocity, ActionData action = null)
{
if (Mathf.Approximately(xVelocity, 0f)) return 0f;
if (_bodyCollisionIgnoredLayers.value == 0) return xVelocity;
if (CanPassBodyCollision(action)) return xVelocity;
if (!IsBodyBlocked(Mathf.Sign(xVelocity))) return xVelocity;
return 0f;
}
private bool CanPassBodyCollision(ActionData action)
{
return action != null
&& action.IgnoreCollisionDuringAction
&& (action.IgnoredCollisionLayers.value & _bodyCollisionIgnoredLayers.value) != 0;
}
private bool IsBodyBlocked(float direction)
{
if (_bodyColliders == null || _bodyColliders.Length == 0)
_bodyColliders = GetComponentsInChildren<Collider2D>();
ContactFilter2D filter = new ContactFilter2D
{
useLayerMask = true,
layerMask = _bodyCollisionIgnoredLayers,
useTriggers = false
};
Vector2 castDirection = new Vector2(direction, 0f);
for (int i = 0; i < _bodyColliders.Length; i++)
{
Collider2D bodyCollider = _bodyColliders[i];
if (bodyCollider == null || bodyCollider.isTrigger) continue;
_castResults.Clear();
if (bodyCollider.Cast(castDirection, filter, _castResults, _bodyBlockCastDistance) > 0)
return true;
}
return false;
}
private void IgnoreCollisionsIfNeeded(ActionData data)
{
_restoreCollisionCts?.Cancel();
if (!data.IgnoreCollisionDuringAction)
{
RestoreIgnoredLayerCollisionsWhenClear();
return;
}
int playerLayer = gameObject.layer;
int ignoredLayers = data.IgnoredCollisionLayers.value;
_activeCollisionRecoveryLayerMask = ignoredLayers;
for (int layer = 0; layer < 32; layer++)
{
if ((ignoredLayers & (1 << layer)) == 0) continue;
if (Physics2D.GetIgnoreLayerCollision(playerLayer, layer)) continue;
Physics2D.IgnoreLayerCollision(playerLayer, layer, true);
_ignoredLayerCollisions.Add(new IgnoredLayerCollision(playerLayer, layer));
}
}
private void RestoreIgnoredLayerCollisions()
{
for (int i = 0; i < _ignoredLayerCollisions.Count; i++)
{
IgnoredLayerCollision ignored = _ignoredLayerCollisions[i];
Physics2D.IgnoreLayerCollision(ignored.LayerA, ignored.LayerB, false);
}
_ignoredLayerCollisions.Clear();
_activeCollisionRecoveryLayerMask = 0;
}
private void RestoreIgnoredLayerCollisionsWhenClear(LayerMask ignoredLayers = default)
{
int recoveryLayerMask = ignoredLayers.value != 0 ? ignoredLayers.value : _activeCollisionRecoveryLayerMask;
if (_ignoredLayerCollisions.Count == 0 && recoveryLayerMask == 0) return;
_restoreCollisionCts?.Cancel();
_restoreCollisionCts?.Dispose();
_restoreCollisionCts = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
WaitUntilClearThenRestoreCollisions(recoveryLayerMask, _restoreCollisionCts.Token);
}
private async void WaitUntilClearThenRestoreCollisions(int recoveryLayerMask, CancellationToken token)
{
try
{
while (IsOverlappingIgnoredLayers(recoveryLayerMask))
{
ResolveIgnoredLayerOverlap(recoveryLayerMask);
await Awaitable.NextFrameAsync(token);
}
}
catch (System.OperationCanceledException)
{
return;
}
RestoreIgnoredLayerCollisions();
}
private void ResolveIgnoredLayerOverlap(int layerMask)
{
if (layerMask == 0) return;
if (_bodyColliders == null || _bodyColliders.Length == 0)
_bodyColliders = GetComponentsInChildren<Collider2D>();
ContactFilter2D filter = new ContactFilter2D
{
useLayerMask = true,
layerMask = layerMask,
useTriggers = false
};
Vector2 selfCenter = _rb.position;
float distance = _overlapRecoverySpeed * Time.deltaTime;
for (int i = 0; i < _bodyColliders.Length; i++)
{
Collider2D bodyCollider = _bodyColliders[i];
if (bodyCollider == null || bodyCollider.isTrigger) continue;
_overlapResults.Clear();
bodyCollider.Overlap(filter, _overlapResults);
for (int j = 0; j < _overlapResults.Count; j++)
{
Collider2D other = _overlapResults[j];
if (other == null) continue;
Vector2 pushDirection = selfCenter - (Vector2)other.bounds.center;
if (pushDirection.sqrMagnitude < 0.0001f)
pushDirection = GetFacingDirection();
pushDirection.Normalize();
Rigidbody2D otherRb = other.attachedRigidbody;
bool canMoveOther = otherRb != null && otherRb != _rb && otherRb.bodyType != RigidbodyType2D.Static;
float otherDistance = canMoveOther ? distance * _overlapRecoveryOtherBodyRatio : 0f;
float selfDistance = distance - otherDistance;
_rb.position += pushDirection * selfDistance;
if (canMoveOther)
otherRb.position -= pushDirection * otherDistance;
}
}
}
private Vector2 GetFacingDirection()
{
float facing = _spriteRenderer != null && _spriteRenderer.flipX ? -1f : 1f;
return new Vector2(facing, 0f);
}
private bool IsOverlappingIgnoredLayers(int layerMask)
{
if (layerMask == 0) return false;
if (_bodyColliders == null || _bodyColliders.Length == 0)
_bodyColliders = GetComponentsInChildren<Collider2D>();
ContactFilter2D filter = new ContactFilter2D
{
useLayerMask = true,
layerMask = layerMask,
useTriggers = false
};
for (int i = 0; i < _bodyColliders.Length; i++)
{
Collider2D bodyCollider = _bodyColliders[i];
if (bodyCollider == null || bodyCollider.isTrigger) continue;
_overlapResults.Clear();
if (bodyCollider.Overlap(filter, _overlapResults) > 0)
return true;
}
return false;
}
private int GetCurrentIgnoredLayerMask()
{
int layerMask = 0;
for (int i = 0; i < _ignoredLayerCollisions.Count; i++)
layerMask |= 1 << _ignoredLayerCollisions[i].LayerB;
return layerMask;
}
private async void PerformAttack(ActionData data, bool preserveHorizontalVelocity = false)
{
_attackCts?.Cancel();
_attackCts?.Dispose();
@@ -203,20 +501,217 @@ private async void PerformAttack(AttackData data)
_attackStartTime = Time.time;
_hitFired = false;
if (_anim != null && !string.IsNullOrEmpty(data.AnimationState))
_anim.Play(data.AnimationState);
PlayActionAnimation(data);
if (data.HasMotion)
{
ApplyActionVelocity(data);
}
LockMovementIfNeeded(data, preserveHorizontalVelocity);
LockFacingIfNeeded(data);
IgnoreCollisionsIfNeeded(data);
try
{
await HitRoutine(data, token);
}
catch (System.OperationCanceledException) { }
RestoreIgnoredLayerCollisionsWhenClear(data.IgnoredCollisionLayers);
}
private async Awaitable HitRoutine(AttackData data, CancellationToken token)
private async void PerformMotion(ActionData data)
{
if (data == null || IsMotionOnCooldown(data)) return;
CancelAttack();
_motionCts?.Cancel();
_motionCts?.Dispose();
_motionCts = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
CancellationToken token = _motionCts.Token;
SetMotionCooldown(data);
FaceMotionDirection(data);
PlayActionAnimation(data);
LockMovementIfNeeded(data);
LockFacingIfNeeded(data);
IgnoreCollisionsIfNeeded(data);
bool completed = false;
try
{
await MotionRoutine(data, token);
completed = true;
}
catch (System.OperationCanceledException) { }
if (completed)
{
StopActionVelocity(data);
PlayIdleAnimation();
}
RestoreIgnoredLayerCollisionsWhenClear(data.IgnoredCollisionLayers);
}
private async Awaitable MotionRoutine(ActionData data, CancellationToken token)
{
float elapsed = 0f;
float duration = Mathf.Max(data.MotionDuration, 0.01f);
while (elapsed < duration)
{
token.ThrowIfCancellationRequested();
float normalizedTime = Mathf.Clamp01(elapsed / duration);
ApplyActionVelocity(data, normalizedTime);
if (data.ReturnToIdleOnAnimationComplete && IsActionAnimationComplete(data))
return;
await Awaitable.NextFrameAsync(token);
elapsed += Time.deltaTime;
}
}
private void CancelAttack()
{
_attackCts?.Cancel();
_attackCooldownTimer = 0f;
_pendingInput = null;
}
private void ApplyActionVelocity(ActionData data, float normalizedTime = 0f)
{
float direction = GetMotionDirection(data);
float speedMultiplier = data.MotionSpeedCurve != null
? data.MotionSpeedCurve.Evaluate(normalizedTime)
: 1f;
Vector2 velocity = data.Velocity * speedMultiplier;
velocity.x *= direction;
velocity.x = GetBodyBlockedXVelocity(velocity.x, data);
if (data.PreserveYVelocity)
velocity.y = _rb.linearVelocity.y;
_rb.linearVelocity = velocity;
}
private void StopActionVelocity(ActionData data)
{
if (!data.StopHorizontalVelocityOnEnd) return;
_rb.linearVelocity = new Vector2(0f, _rb.linearVelocity.y);
}
private bool IsActionAnimationComplete(ActionData data)
{
if (_anim == null || string.IsNullOrEmpty(data.AnimationState)) return false;
AnimatorStateInfo stateInfo = _anim.GetCurrentAnimatorStateInfo(0);
return stateInfo.IsName(data.AnimationState) && stateInfo.normalizedTime >= 1f;
}
private void LockMovementIfNeeded(ActionData data, bool preserveHorizontalVelocity = false)
{
if (data.CanMoveDuringAction) return;
if (!preserveHorizontalVelocity && !data.HasMotion)
_rb.linearVelocity = new Vector2(0f, _rb.linearVelocity.y);
_inputLockTimer = Mathf.Max(data.MotionDuration, 0.02f);
}
private void LockFacingIfNeeded(ActionData data)
{
if (data.CanTurnDuringAction) return;
_facingLockTimer = Mathf.Max(data.MotionDuration, 0.02f);
}
private void PlayIdleAnimation()
{
if (_anim == null) return;
_animationSpeedCts?.Cancel();
_anim.speed = 1f;
if (!string.IsNullOrEmpty(_idleAnimationState))
_anim.Play(_idleAnimationState);
}
private void PlayActionAnimation(ActionData data)
{
if (_anim == null) return;
_animationSpeedCts?.Cancel();
_animationSpeedCts?.Dispose();
_animationSpeedCts = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
_anim.speed = GetAnimationSpeed(data, 0f);
if (!string.IsNullOrEmpty(data.AnimationState))
_anim.Play(data.AnimationState);
ApplyAnimationSpeedCurve(data, _animationSpeedCts.Token);
}
private async void ApplyAnimationSpeedCurve(ActionData data, CancellationToken token)
{
float duration = Mathf.Max(data.MotionDuration, data.HitTiming + data.HitDuration, 0.01f);
float elapsed = 0f;
try
{
while (elapsed < duration)
{
token.ThrowIfCancellationRequested();
float normalizedTime = Mathf.Clamp01(elapsed / duration);
_anim.speed = GetAnimationSpeed(data, normalizedTime);
await Awaitable.NextFrameAsync(token);
elapsed += Time.deltaTime;
}
}
catch (System.OperationCanceledException) { }
}
private float GetAnimationSpeed(ActionData data, float normalizedTime)
{
float curveMultiplier = data.AnimationSpeedCurve != null
? data.AnimationSpeedCurve.Evaluate(normalizedTime)
: 1f;
return Mathf.Max(data.AnimationSpeed * curveMultiplier, 0.01f);
}
private float GetMotionDirection(ActionData data)
{
if (data.UseInputDirection && _moveInputX != 0f)
return _moveInputX;
return _spriteRenderer != null && _spriteRenderer.flipX ? -1f : 1f;
}
private void FaceMotionDirection(ActionData data)
{
if (_spriteRenderer == null) return;
if (!data.UseInputDirection || _moveInputX == 0f) return;
_spriteRenderer.flipX = _moveInputX < 0f;
_facingLockTimer = 0f;
}
private async Awaitable HitRoutine(ActionData data, CancellationToken token)
{
float attackStartTime = Time.time;
if (!data.HasHit)
{
if (data.MotionDuration > 0f)
await Awaitable.WaitForSecondsAsync(data.MotionDuration, token);
return;
}
if (data.HitTiming > 0f)
await Awaitable.WaitForSecondsAsync(data.HitTiming, token);
@@ -245,11 +740,10 @@ private async Awaitable HitRoutine(AttackData data, CancellationToken token)
if (remaining > 0f)
await Awaitable.WaitForSecondsAsync(remaining, token);
if (_anim != null && !string.IsNullOrEmpty(_idleAnimationState))
_anim.Play(_idleAnimationState);
PlayIdleAnimation();
}
private void ApplyDamageInArea(AttackData data, HashSet<IDamageable> alreadyHit)
private void ApplyDamageInArea(ActionData data, HashSet<IDamageable> alreadyHit)
{
Vector2 center = GetAttackCenter(data.Offset);
@@ -268,10 +762,23 @@ private void ApplyDamageInArea(AttackData data, HashSet<IDamageable> alreadyHit)
alreadyHit.Add(target);
}
target.TakeDamage(data.Damage);
target.TakeDamage(data.Damage, GetHitVelocity(data.HitVelocity), data.HitReactionAnimationState);
}
}
private Vector2 GetHitVelocity(Vector2 hitVelocity)
{
float facing = _spriteRenderer != null && _spriteRenderer.flipX ? -1f : 1f;
hitVelocity.x *= facing;
return hitVelocity;
}
private string GetActionName(ActionData data)
{
if (data == null) return string.Empty;
return string.IsNullOrEmpty(data.ActionName) ? data.name : data.ActionName;
}
private Vector2 GetAttackCenter(Vector2 offset)
{
float facing = _spriteRenderer != null && _spriteRenderer.flipX ? -1f : 1f;
@@ -338,7 +845,7 @@ private void DrawLastAttackGizmo()
float elapsed = Time.time - _lastAttackGizmoTime;
if (elapsed < 0f) return;
AttackData data = _lastAttackGizmoData;
ActionData data = _lastAttackGizmoData;
float activeDuration = Mathf.Max(data.HitDuration, 0.05f);
float fadeDuration = 0.4f;
float total = activeDuration + fadeDuration;
@@ -360,7 +867,7 @@ private void OnGUI()
{
if (!_showAttackDebug || _lastAttackGizmoData == null) return;
AttackData data = _lastAttackGizmoData;
ActionData data = _lastAttackGizmoData;
float elapsed = Time.time - _attackStartTime;
string status = _hitFired
@@ -375,7 +882,7 @@ private void OnGUI()
: (elapsed >= _bufferOpenTime && _attackCooldownTimer > 0f ? "ready to buffer" : "-");
string info =
$"<b>{(string.IsNullOrEmpty(data.AttackName) ? data.name : data.AttackName)}</b> [{status}]\n" +
$"<b>{GetActionName(data)}</b> [{status}]\n" +
$"Elapsed : {elapsed:F3} s\n" +
$"HitTiming : {data.HitTiming:F3} s\n" +
$"HitDuration : {data.HitDuration:F3} s\n" +
@@ -397,7 +904,7 @@ private void OnGUI()
DrawTimelineBar(data, elapsed);
}
private void DrawTimelineBar(AttackData data, float elapsed)
private void DrawTimelineBar(ActionData data, float elapsed)
{
float barX = 10f;
float barY = 302f;
@@ -431,4 +938,16 @@ private void DrawTimelineBar(AttackData data, float elapsed)
GUI.color = Color.white;
}
private readonly struct IgnoredLayerCollision
{
public readonly int LayerA;
public readonly int LayerB;
public IgnoredLayerCollision(int layerA, int layerB)
{
LayerA = layerA;
LayerB = layerB;
}
}
}